Character Creation.   Posted by Dristan.Group: 0
Dristan
 GM, 1 post
Sat 28 Jul 2018
at 08:41
Character Creation
Most of this is copied from a forum.

0 - Download Core Rulebook and Character Sheet

Here's a link: https://drive.google.com/open?...LmTVrI5e2Kcjz8ErmwnT

1 - Generate Ability Scores

OK. Roll four six sided dice and discard the lowest. Repeat this process six times.

Example: For Mazer, we end up with the following totals; 15, 14, 8, 16, 10 and 12.

These scores need to be assigned between Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. It is sensible to choose your species before assigning these scores as Species modifiers may influence your choice.

2 - Select Your Species

Next you need to choose a species. Allowed races in the core book include Human, Bothan, Cerean, Duros, Ewok, Gamorrean, Gungan, Ithorian, Kel Dor, Mon Calamari and several more. Once chosen, note the species specific traits. (DM's Note: You can pick others from homebrew too if you want, just let me know)

Example: We know that Mazer is a Twi' lek so I note that species choice on the character sheet. We can see that Twi'leks speak Ryl and Basic, are medium size, have ability modifiers of +2 Charisma and -2 Wisdom, move 6 squares and have the traits, Deceptive (Reroll Deception checks but must accept the reroll), Great Fortitude (+2 bonus to Fortitude Defense) and Low Light Vision (ignore concealment from darkness). All of this is noted on the sheet.

3 - Choose Your Class

There are five classes available in the core book. They are Jedi, Noble, Scoundrel, Soldier and Scout. Each class offers certain benefits and allows access to special abilities called talents.

Example: As a gambler, and slightly shady character, I choose Scoundrel as class for Mazer. This means he gains a +2 to Reflex Defense and a +1 to Will Defense. I note that Dexterity and Intelligence are considered the most important Abilities along with Charisma and Wisdom. Hit points are equal to 18 + Constitution Modifier (more on that later). For Class skills, the Scoundrel is trained in 6 + Int Modifier skills. Class skills for the Scoundrel are Deception, Gather Information, Initiative, Knowledge, Perception, Persuasion, Pilot, Ride, Treat Injury and Use Computer. We will select these skills later. Scoundrels gain a number of Force points (the Saga equivalent of Bennies) equal to 5 plus one half character level (round down). Mazer has 5, therefore. Now onto the good stuff. Mazer gains the point Blank Shot and Weapon Proficiencies for pistols and simple weapons feats. At 1st level, we also get to choose a Talent from one of the Scoundrel talent trees. After some consideration, and looking at Mazer's background, I select Fool's Luck from the Fortune Talent Tree. Now bearing in mind that I proposed Mazer is Force Sensitive, I could have started him as a Jedi but feel that this path is more appropriate and note that as he develops, I may multi-class him in that direction. For now, this Talent accounts for his good luck and can also be applied to help him with his gambling pursuits.Finally, I note that the Scoundrel starts with 3d4 x 250 credits. In Mazer's case, this works out to 1750 credits.

4 - Assign Ability Scores

Now that you know your species and class, you can assign the scores you rolled earlier. Don't forget to modify the scores by any species bonus or penalties and look to see what will be most useful for your character class and character concept. Once done, then record ability modifiers as well. These are bonuses or penalties due to your score in each ability.

Example: As mentioned earlier, Dexterity and Intelligence are considered the most important Abilities along with Charisma and Wisdom. In addition, the Twi'lek species enjoy a +2 to Charisma and a -2 to Wisdom. Interesting. Having a quick look at the Scoundrel class again, I note that Wisdom is used for Gambling checks. As Mazer enjoys a game of Sabbac and has supported himself through games of chance in his past, I stick 16 into Wisdom. With the -2, this gives him a score of 14. Next, I assign 15 to Intelligence and 14 to Dexterity. Charisma comes next so I assign this a 10 which is modified to 12 with the +2, then 12 into Constitution as Mazer can handle a drink or two. This leaves a measly 8 for Strength. Still, he's a lover, not a fighter (hopefully). My stats now look like this, with modifiers in brackets;

Strength: 8 (-1), Dexterity: 14 (+2), Constitution: 12 (+1), Intelligence: 15 (+2), Wisdom: 14 (+2), Charisma: 12 (+1)

5 - Determine Combat Statistics

Time for some crunch now.
First, hit points, which are determined by character class. At first level, the scoundrel starts with a hit point score of 18 + Constitution modifier. This differs for other classes. Next are defences.

Reflex Defence is equal to 10 + heroic level or armour bonus + Dexterity modifier + class bonus + natural armour bonus + size modifier.
Fortitude Defence is equal to 10 + heroic level + Constitution modifier + class bonus + equipment bonus.
Will Defence is defined as 10 + heroic level+ Wisdom modifier + class bonus

Example: Mazer has 19 hit points. His Reflex Defence is 15 (10+1 (level) +2 (Dexterity Mod) +2 (class bonus) . Mazer's Fortitude Defence is 12 (10 + 1 +1 + 0 + 0). Finally his Will Defence is 14 (10 + 1 + 2 + 1).

Damage threshold determines how much damage must be dealt in a single attack to cause you serious problems. For a character of human size, this is equal to Fortitude Defence.

Example: Mazer's Damage threshold is 12.

Base attack bonus is determined by Class.

Example: For scoundrels, this is +0.

Melee attack bonus is rated as Strength modifier + base attack.

Example: Oops. Mazer's melee attack bonus is therefore -1. Mental note, must buy a good blaster.

Ranged attack bonus is base attack + dexterity modifier.

Example: That's better. +2. Remember the blaster.

Speed is generally 6 squares. All characters begin with 5 Force points and 1 Destiny point if used. I intend to use them so these figure are all entered on the sheet.

6 - Select Skills

From your class skills list, pick a number of skills determined by class and modified by Intelligence modifier. Your ability in a class skill is rated as 1/2 heroic level (round down) + relevant ability modifier (each skill is tied to an ability) +5. You are considered trained in these skills. Untrained skills lose the +5 modifier.

Example: Mazer can choose 6 trained skills form his Class skill list. We quickly assign Deception, Gather Information, Perception, Persuasion, Pilot and Use Computer.
Referring to the rulebook, we calculate the following values for these skills; Deception +6, Gather Information +6, Perception +7, Persuasion +6, Pilot +7 and Use Computer +7.

7 - Select Feats

All characters get to pick at least one feat in addition to those granted by your class. Make sure you check prerequisites and make any adjustments to your stats determined by the feat.

Example: Looking through the feats list, I settle on Force Sensitivity. This feat allows Mazer to make Use The Force checks and goes back nicely to the character concept. Although not a Jedi, Mazer has an affinity with the Force and this may work to his advantage later in his development. The only prerequisite is that the character can't be a droid. I record this on the sheet.

8 - Select A Talent

Ist Level characters get to choose a talent from the class talent trees.

Example: We've already covered this under selecting class and so Mazer has already selected Fool's Luck as his talent.

9 - Determine Starting Credits and Buy Gear

As per the Class description, the Scoundrel starts with 3d4 x 250 credits. In Mazer's case, this works out to 1750 credits.

(DM's Note: Let's just ignore licenses because they cost a lot and ruin the fun imo)

Example: Not much equipment to worry about at the moment. We know from the original character write up that Mazer carries a blaster and wears it in a shoulder holster. I buy a standard blaster pistol (500c) and a concealed holster (50c). He also has a comlink (I pick the short range version) for 25c. The original notes also specify a Sabacc deck and dice. I'll note these but apply no cost, assuming he has acquired them at some point. The remaining credits we'll keep for now.

10 - Additional Information

DESTINY: Destiny plays a large roll in the Star Wars universe. As a young boy, Anakin Skywalker is told that his destiny is to bring balance to The Force. Padmé's destiny is to give birth to the twins, Luke and Leia, so that they can fulfill their own destinies. Luke Skywalker learns that his destiny is to redeem his father, Darth Vader, so that balance to The Force is restored. Leia's destiny is to save the Rebellion from annihilation at the hands of the Empire and help forge the New Republic. The destiny mechanic helps players and Gamemasters recognize that all heroes- and even major villains- have significant roles to play in the fate of the galaxy. Destiny rewards players for good roleplaying and gives Gamemasters new plot hooks to use when designing adventures.

The rules presented in this article are optional. A Gamemaster may decide to use Destiny Points or not; however, the decision to use them should be made before the campaign gets underway, so that each player can decide whether or not to embrace a destiny for their character from the outset.

Although conceivably any character- heroic or nonheroic- has a destiny to fulfill, only heroic characters receive Destiny Points and receive in-game benefits for pursuing their destines. Nonheroic characters don't receive Destiny Points; their destinies, whatever they might be, exist purely on a story level.

SPENDING DESTINY POINTS: Spending a Destiny Point does not take an action and grants one of the following benefits:
-Automatically score a critical hit (no attack roll required)
-Automatically cause an attack made against you miss (even once the attack is resolved)
-Act out of turn (thus changing your position in the initiative order)
-Take damage that would otherwise harm another character withing your reach
-Increase the effect of some Force powers (as noted in their descriptions)
-Use some applications of Force secrets (as noted in their descriptions)
-Immediately gain 3 Force Points (see Force Points, page 92)

SAMPLE DESTINIES: The following sample destinies should provide a starting point for any character wishing to take advantage of the destiny rules. Each destiny includes a brief description, with examples.

Destiny Bonus: When a character accomplishes a goal or performs a task that clearly moves them closer to fulfilling his destiny (DM's determination), they gain a short term benefit.

Destiny Penalty: When a character does something that clearly moves them away from their destiny (GM's determination), they suffer this short term negative effect.

Destiny Fulfilled: When a character fulfills their destiny, they gain these permanent benefits. Sometimes fulfilling a destiny has other effects as well; these are also covered here.

Destinies:
Corruption: https://swse.wikia.com/wiki/Corruption
Destruction: https://swse.wikia.com/wiki/Destruction
Discovery: https://swse.wikia.com/wiki/Discovery
Education: https://swse.wikia.com/wiki/Education
Redemption: https://swse.wikia.com/wiki/Redemption
Rescue: https://swse.wikia.com/wiki/Rescue

This message was last edited by the GM at 12:33, Sat 28 July 2018.